Originally posted by Nuke
freespace memory usage has never bothered me. im dirt poor and if i can afford a gig of ram then anyone can .
Yes but we have multi platform issues to think about. FS2_Open has slightly different memory requirements on the basic platforms since you have to take into account platform specific libs and ui stuff and input stuff and etc...
Also think about the fact that Python will likely use different amounts of memory on Linux than it might on Windows. You can't assume that any memory stats you get under Windows are going to be the same on Linux and OS X. A gig of ram my be enough for you but someone on OS X may have to get 2 gig. Same for Linux.
Originally posted by Nuke
now that people have brought up the ui it gets me wondering, why are there two being implemented? i like the lab and all and its very useful for mod testing, but why is it and the other replacement ui not one in the same? not to complain, id like the idea of both the lab and the replacemnt interface. im just curious why theres two systems that do pretty much the same thing. is one just an interim solution while a more advanced system is being developed?
I don't consider the lab ui code to be suitable for the rest of the interface (but I am biased). That's not to say that it can't do it, just that something written specifically for the FS2 interface ui would be better. It would be nice if the two could be merged after I get done but that's something for WMC and myself to work out at a later date. Of course what I'm working on isn't suited to the lab at all and deffinitely not for anything on the hud. WMC's ui is great for that stuff and even possible future things that work in-mission such as billboards and various other things.
Having an interim solution would only make things worse. It's wasted work since going from what we have now to what I'm working on is considerably easier than going from the lab ui code to what I'm working on. I'm trying not the reinvent the wheel here. As much code as possible will be reused and when I'm done the default interface will look and work exactly like it does now. The difference will come when you get to do just about anything you want with it as far as customization goes.
Originally posted by StratComm
Taylor's comments do a good job of talking about the costs from a high level (though I'll admit he is a little close to the subject to be fully objective) and I hope he is heeded.
Very true, I'm not all that objective on this. I have my point of view just like everyone else does. I would much prefer to extend the SEXP system to do what's needed rather than introduce something new. But I'm also coming from the "oh great, something new to worry about when there is a problem" side of things. Everyone will probably agree that I'm the primary bug fixer so you can probably understand my concern there. I'm not really a part of the modding, mission designing, model/art producing side of the community just so I can come from that other side. That way I'm not obligated to come down on anyone's side on new features, just to keep it all working.
I think the basic developer thoughts (largely glorified for this posting) from the python discussion go something like this:
WMCoolmon: "
Python!"
Bobboau: "
More bugs!!" (sorry Bobboau, couldn't resist
)
Goober5000: "
Why won't SEXP work?"
Kazan: "
HELL NO!!!"
Taylor: "
****. Now I need another gig of ram. "